CSV to SQLite database

import java.sql.Connection;
import java.sql.DriverManager;
import java.sql.ResultSet;
import java.sql.SQLException;
import java.sql.Statement;

public class SQLiteDB {
    private String URL;

    public SQLiteDB(String db) {
        this.URL = "jdbc:sqlite:" + db;
    }
    
    // Establish a connection to the database
    private Connection connect() {
        Connection conn = null;
        try {
            conn = DriverManager.getConnection(URL);
            //System.out.

case_when in mutate

mutate(cg = case_when(carb <= 2 ~ "low",
                      carb > 2  ~ "high")

Add Dividing Lines to WP Amin Menu

The JS Variation includes moving WP Swings to the bottom
jQuery(document).ready(function($) {

    // Add divider above Appearance menu item
    $('#menu-appearance').before('<li class="fs-wp-admin-menu-divider"></li>');

    // Add divider after Settings menu item
    $('#menu-settings').after('<li class="fs-wp-admin-menu-divider"></li>');

    // Move Custom Codes menu item after the newly added divider
    $('#menu-settings').next().after($('#menu-posts-custom-code'));

    // Add divider after Pages menu item
    $('#menu-pages').after('<li class=

make submenu slide down

.dropdown.menu.large-horizontal>li.opens-right>.is-dropdown-submenu,
.dropdown.menu.large-horizontal>li.opens-left>.is-dropdown-submenu{
    opacity: 0;
    display: block;
    transform: translateY(-100%);
    transition: all 0.2s ease-in-out;
}
.dropdown.menu.large-horizontal>li.opens-right>.is-dropdown-submenu.js-dropdown-active,
.dropdown.menu.large-horizontal>li.opens-left>.is-dropdown-submenu.js-dropdown-active{
    opacity: 1;
    transform: translateY(0);
}

paludarium1

// Get temperature & humidify from sensor, display on LCD screen and send it over WiFi to web server
// By Gal Sarig
//
// Update date: 17/6/2024
//
// This is the newer version which uses millis() and not delay()
//
// Board: Arduino UNO R4 Wifi
// Sensor: DHT22
// LCD Screen: 2x16 TFT
// 
// Define SSID & Password in arduino_secrets.h

#include "arduino_secrets.h"

#include <WiFiS3.h>
#include <ArduinoHttpClient.h>
#include <ArduinoJson.h>
// #include "Grove_Temperature_And_H

IAGA_PlayerMove.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "IAGA_PlayerMove.h"

#include "Abilities/Tasks/AbilityTask.h"
#include "Dandelion/Sandbox/Abilities/Tasks/AbilityTask_FollowCursor.h"
#include "Dandelion/Sandbox/Abilities/Tasks/AbilityTask_MoveCharacterToCursor.h"
#include "Dandelion/Sandbox/Pawns/DandelionPlayerCharacter.h"

UIAGA_PlayerMove::UIAGA_PlayerMove()
{
	ResponseOnInputPressed = EInputActionGameplayAbilityResponse::CancelAbility;
	Res

IAGA_PlayerMove.h No Docs


#pragma once

#include "CoreMinimal.h"
#include "Dandelion/Sandbox/Abilities/InputActionGameplayAbility.h"
#include "IAGA_PlayerMove.generated.h"

namespace EPathFollowingResult
{
	enum Type : int;
}

class UAbilityTask_MoveCharacterToCursor;
class UAbilityTask_FollowCursor;

UCLASS()
class DANDELION_API UIAGA_PlayerMove : public UInputActionGameplayAbility
{
	GENERATED_BODY()

	UIAGA_PlayerMove();

	virtual bool CanRestartAbility(
		const FGameplayAbilitySpecHandle Handle,
		const FGameplayAbi

IAGA_PlayerMove.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Dandelion/Sandbox/Abilities/InputActionGameplayAbility.h"
#include "IAGA_PlayerMove.generated.h"

namespace EPathFollowingResult
{
	enum Type : int;
}

class UAbilityTask_MoveCharacterToCursor;
class UAbilityTask_FollowCursor;

/**
 * Custom IAGA that implements player movement. Has two phases.
 * - Phase 1: While the mouse button is held down, follow

AbilityTask_FollowCursor.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "AbilityTask_FollowCursor.h"

#include "GameplayCueNotify_Actor.h"
#include "GameplayCueNotify_Static.h"
#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
#include "Dandelion/Sandbox/PlayerControllers/DandelionPlayerController.h"

UAbilityTask_FollowCursor::UAbilityTask_FollowCursor() { bTickingTask = true; }

UAbilityTask_FollowCursor* UAbilityTask_FollowCursor::FollowCursor(
	UD

AbilityTask_FollowCursor.h No Docs


#pragma once

#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_FollowCursor.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFollowCursorSimpleDelegate);

UCLASS()
class DANDELION_API UAbilityTask_FollowCursor : public UAbilityTask
{
	GENERATED_BODY()

public:
	UPROPERTY(BlueprintAssignable)
	FFollowCursorSimpleDelegate OnMoveComplete;

	UAbilityTask_FollowCursor();

	UFUNCTION(
		BlueprintCallable,
		Category = "Ability|Tasks",
		meta = (HidePin 

AbilityTask_FollowCursor.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_FollowCursor.generated.h"

/**
 * Simple delegate for callbacks on FollowCursor tasks.
 */
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFollowCursorSimpleDelegate);

/**
 * AbilityTask that sends movement input to the Avatar Pawn pointing from the Avatar Pawn to the location under the
 * cursor. Stops o

AbilityTask_MoveCharacterToPoint.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "AbilityTask_MoveCharacterToPoint.h"

#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"

UAbilityTask_MoveCharacterToPoint* UAbilityTask_MoveCharacterToPoint::MoveCharacterToPoint(
	UDandelionGameplayAbility* OwningAbility,
	const FName TaskInstanceName,
	const FVector InTargetLocation
)
{
	UAbilityTask_MoveCharacterToPoint* NewTaskInstance =
		NewAbilityTask<UAbilityTask_MoveCha

AbilityTask_MoveCharacterToPoint.h No Docs


#pragma once

#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_MoveCharacterToPoint.generated.h"

UCLASS()
class DANDELION_API UAbilityTask_MoveCharacterToPoint : public UAbilityTask_MoveCharacterToLocation
{
	GENERATED_BODY()

public:
	UFUNCTION(
		BlueprintCallable,
		Category = "Ability|Tasks",
		meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE")
	)
	static UAbilityTask_MoveCharacterToPoint* Mo

AbilityTask_MoveCharacterToPoint.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_MoveCharacterToPoint.generated.h"

/**
 * Specialized version of the MoveCharacterToLocation Task that enables a specific point to be passed in as the
 * TargetLocation.
 */
UCLASS()
class DANDELION_API UAbilityTask_MoveCharacterToPoint : public UAbilityTask_MoveCharacterToLocation
{
	GENERATED

AbilityTask_MoveCharacterToCursor.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "AbilityTask_MoveCharacterToCursor.h"

#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
#include "Dandelion/Sandbox/PlayerControllers/DandelionPlayerController.h"

UAbilityTask_MoveCharacterToCursor* UAbilityTask_MoveCharacterToCursor::MoveCharacterToCursor(
	UDandelionGameplayAbility* OwningAbility,
	const FName TaskInstanceName
)
{
	UAbilityTask_MoveCharacterToCursor* NewTaskIn